Search found 107 matches
- Wed Jan 11, 2012 3:37 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Can I display one image several times in a loop? [solved]
- Replies: 7
- Views: 895
Re: Can I display one image several times in a loop?
1) Don't worry, it's just your syntax. You're treating lists like arrays. (which they are, kinda, but different) $ fieldlist = [field1, field2] You can change the elements in a list using the method you were using, but you have to define the list first. 2) Totally possible. $ fieldCount = 0 while fi...
- Wed Jan 11, 2012 3:06 pm
- Forum: Completed Games
- Topic: [Mystery] The Vestibule - First VN released on OUYA!
- Replies: 20
- Views: 9200
Re: [G/BxTrain] [Mystery] The Vestibule - Ludum Dare Jam ent
I got stuck in the endless loop too! Twice!
I figured the game was trying to make a statement or something...
I figured the game was trying to make a statement or something...
- Tue Jan 10, 2012 9:42 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Can I display one image several times in a loop? [solved]
- Replies: 7
- Views: 895
Re: Draw instances of a sprite in loop? Can I use string as
While the above method will probably work fine, just wanted to point out that Renpy does natively support 'while' loops. label populate_field: while numFields < 16: #execute whatever code numFields += 1 also, for your second question, that should work, just remember to convert integer variables to s...
- Tue Jan 10, 2012 4:39 pm
- Forum: Old Threads (– September 2014)
- Topic: I NEED SOMEONE WHO CAN SCRIPT IMAGEBUTTONS IN SCREENS...
- Replies: 3
- Views: 644
Re: I NEED SOMEONE WHO CAN SCRIPT IMAGEBUTTONS IN SCREENS...
Would something like this work? imagebutton: idle "blah_idle.png" #the image when the button isn't focused hover "blah_hover.png" #the image when the button is focused hovered Play("sound", "click.wav") #an action to run when you mouse over the button action Start() #what the button does when clicke...
- Thu Jan 05, 2012 10:53 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Different main menu images and persistant variables
- Replies: 15
- Views: 2739
Re: Different main menu images and persistant variables
If-Else statements in init blocks can't be changed once the game starts; I think that's why it only chooses the second one. You could try putting all the backgrounds into one ConditionSwitch; and that way you'd only have to write out the main menu code once(!) http://www.renpy.org/wiki/renpy/doc/ref...
- Wed Jan 04, 2012 2:23 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Changing music with screen language?[solved]
- Replies: 2
- Views: 1178
Re: Changing music with screen language?
Au contraire, my friend, who told you that?
Screen language totally contains a 'play' command:
http://www.renpy.org/doc/html/screen_actions.html#Play
Screen language totally contains a 'play' command:
Code: Select all
textbutton "THE BEST SONG" action Play("music", "thebestsong.mp3")- Mon Jan 02, 2012 1:28 am
- Forum: Completed Games
- Topic: [SciFi|Adventure]Adrift
- Replies: 133
- Views: 36232
Re: [SciFi|Adventure]Adrift
Pardon me for a bit here, I just have to vent my frustration.
SACHIKO EVERY TIME WITH THE SUBMARINE WHYYYYY
- Sun Jan 01, 2012 6:59 pm
- Forum: General Discussion
- Topic: Discussion of Demographics of Forum Members
- Replies: 99
- Views: 8827
Re: Demographics of Forum Members
Welp, so long as it's for science:
Gender: F
Country: USA
Primary language: English
Gender: F
Country: USA
Primary language: English
- Fri Dec 23, 2011 3:17 am
- Forum: Ren'Py Questions and Announcements
- Topic: How to define image to a Variable? SOLVED
- Replies: 4
- Views: 436
Re: How to define image to a Variable?
Hmm...that's odd. "image hair = HAIR" works fine for me. Well, anyway, you don't want to define 'hair' as an image. I don't think images defined in init blocks can be changed. Try this: $ HAIR = "Pictures/H" + HAIRSTYLE + HAIRCOLOR + ".png" show expression HAIR *sorry if this is irrelevant again*
- Thu Dec 22, 2011 7:20 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How to define image to a Variable? SOLVED
- Replies: 4
- Views: 436
Re: Simple Variables not working...?
Hmm...try it this way:
It's basically assuring the game that those variables are strings too, and therefore part of the larger string.
Code: Select all
$ HAIR = "Pictures/H" + str(HAIRSTYLE) + str(HAIRCOLOR) + ".png"
- Thu Dec 22, 2011 12:37 am
- Forum: Ren'Py Questions and Announcements
- Topic: Custom style not inheriting?
- Replies: 2
- Views: 402
Re: Custom style not inheriting?
Aha! So it sees _text and _button_text as separate styles...that explains it!
Thanks so much, Pytom!
Thanks so much, Pytom!
- Wed Dec 21, 2011 8:17 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Custom style not inheriting?
- Replies: 2
- Views: 402
Custom style not inheriting?
I made a custom style with the default parent, and I tried to make another custom style that inherits from the first custom style. However, the second always reverts to default. I've tried putting them in different sorts of init blocks, as per this thread , but nothing I've tried has any effect. ini...
- Thu Dec 15, 2011 9:55 pm
- Forum: Ren'Py Questions and Announcements
- Topic: disable saving/loading/skipping ++ New questions added :(
- Replies: 8
- Views: 1451
Re: disable saving/loading/skipping ++ New questions added :
The solution for your battle function is basic programming; you may want to look through some basic python tutorials if you have anymore problems with that. Anyway, what you probably want is a while loop: while playerHP > 0 and enemyHP > 0: menu: "Attack": "You attack." $ enemyHP -= 1 "Do nothing": ...
- Sat Dec 10, 2011 12:57 am
- Forum: Ren'Py Questions and Announcements
- Topic: disable saving/loading/skipping ++ New questions added :(
- Replies: 8
- Views: 1451
Re: How to disable saving/loading/skipping + textbox problem
1) If you've read all the threads about it, you already know that setting "_game_menu_screen" to None will stop the ESC key and right-clicking. To hide the buttons in the textbox, go into 'screens.rpy', and look at the bottom of the 'say' screen (its the very first one), and copy paste this code: if...
- Wed Dec 07, 2011 1:51 am
- Forum: Creator Discussion
- Topic: How Bad is a Bad Review?
- Replies: 48
- Views: 4201
Re: How Bad is a Bad Review?
My rule of thumb with critique is, if there is absolutely nothing nice to say about it, then at least say you can tell they put a lot of effort into it. And if they didn't put a lot of effort into it, then it's probably not worth critiquing.